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<html>
  <head>
    <meta charset='utf-8'>
    <meta name='viewport' content='width=device-width, initial-scale=1, user-scalable=no'>
    <meta name='mobile-web-app-capable' content='yes'>
    <meta name='apple-mobile-web-app-capable' content='yes'>
    <link rel='icon' type='image/png' sizes='32x32' href='favicon-32x32.png'>
    <link rel='icon' type='image/png' sizes='96x96' href='favicon-96x96.png'>
    <link rel='stylesheet' href='css/common.css'>

    <title>Input Tracking</title>
  </head>
  <body>
    <header>
      <details open>
        <summary>Input Profiles</summary>
        <p>
          This sample uses the profiles array report by XRInputSources to
          load an appropriate controller model from the
          <a href='https://immersive-web.github.io/webxr-input-profiles/'>
          webxr-input-profiles assets repository</a> using the
          <a href='https://immersive-web.github.io/webxr-input-profiles/packages/motion-controllers/'>
          motion-controller library</a>. While the controllers are articulated
          and can be animated in response to device inputs, this sample displays
          them statically to reduce complexity.
          <a class="back" href="./">Back</a>
        </p>
      </details>
    </header>
    <script type="module">
      import {WebXRButton} from './js/util/webxr-button.js';
      import {Scene} from './js/render/scenes/scene.js';
      import {Renderer, createWebGLContext} from './js/render/core/renderer.js';
      import {Gltf2Node} from './js/render/nodes/gltf2.js';
      import {SkyboxNode} from './js/render/nodes/skybox.js';
      import {vec3} from './js/render/math/gl-matrix.js';
      import {Ray} from './js/render/math/ray.js';
      import {InlineViewerHelper} from './js/util/inline-viewer-helper.js';
      import {QueryArgs} from './js/util/query-args.js';

      // This library matches XRInputSource profiles to available controller models for us.
      import { fetchProfile } from 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/motion-controllers@1.0/dist/motion-controllers.module.js';

      // If requested, use the polyfill to provide support for mobile devices
      // and devices which only support WebVR.
      import WebXRPolyfill from './js/third-party/webxr-polyfill/build/webxr-polyfill.module.js';
      if (QueryArgs.getBool('usePolyfill', true)) {
        let polyfill = new WebXRPolyfill();
      }

      // The path of the CDN the sample will fetch controller models from.
      const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';

      // XR globals.
      let xrButton = null;
      let xrImmersiveRefSpace = null;
      let inlineViewerHelper = null;

      // WebGL scene globals.
      let gl = null;
      let renderer = null;
      let scene = new Scene();
      scene.addNode(new Gltf2Node({url: 'media/gltf/cave/cave.gltf'}));
      scene.addNode(new SkyboxNode({url: 'media/textures/eilenriede-park-2k.png'}));
      scene.standingStats(true);

      function initXR() {
        xrButton = new WebXRButton({
          onRequestSession: onRequestSession,
          onEndSession: onEndSession
        });
        document.querySelector('header').appendChild(xrButton.domElement);

        if (navigator.xr) {
          navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
            xrButton.enabled = supported;
          });

          navigator.xr.requestSession('inline').then(onSessionStarted);
        }
      }

      function initGL() {
        if (gl)
          return;

        gl = createWebGLContext({
          xrCompatible: true
        });

        document.body.appendChild(gl.canvas);

        function onResize() {
          gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio;
          gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio;
        }
        window.addEventListener('resize', onResize);
        onResize();

        renderer = new Renderer(gl);

        scene.setRenderer(renderer);
      }

      function onRequestSession() {
        return navigator.xr.requestSession('immersive-vr', {
            requiredFeatures: ['local-floor']
        }).then((session) => {
          xrButton.setSession(session);
          session.isImmersive = true;
          onSessionStarted(session);
        });
      }

      function onSessionStarted(session) {
        session.addEventListener('end', onSessionEnded);
        session.addEventListener('inputsourceschange', onInputSourcesChange);

        initGL();

        let glLayer = new XRWebGLLayer(session, gl);
        session.updateRenderState({ baseLayer: glLayer });

        let refSpaceType = session.isImmersive ? 'local-floor' : 'viewer';
        session.requestReferenceSpace(refSpaceType).then((refSpace) => {
          if (session.isImmersive) {
            xrImmersiveRefSpace = refSpace;
          } else {
            inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
            inlineViewerHelper.setHeight(1.6);
          }
          session.requestAnimationFrame(onXRFrame);
        });
      }

      function onEndSession(session) {
        session.end();
      }

      function onSessionEnded(event) {
        if (event.session.isImmersive) {
          xrButton.setSession(null);
        }
      }

      function onInputSourcesChange(event) {
        // As input sources are connected if they are tracked-pointer devices
        // look up which meshes should be associated with their profile and
        // load as the controller model for that hand.
        for (let inputSource of event.added) {
          if (inputSource.targetRayMode == 'tracked-pointer') {
            // Use the fetchProfile method from the motionControllers library
            // to find the appropriate glTF mesh path for this controller.
            fetchProfile(inputSource, DEFAULT_PROFILES_PATH).then(({profile, assetPath}) => {
              // Typically if you wanted to animate the controllers in response
              // to device inputs you'd create a new MotionController() instance
              // here to handle the animation, but this sample will skip that
              // and only display a static mesh for simplicity.

              scene.inputRenderer.setControllerMesh(new Gltf2Node({url: assetPath}), inputSource.handedness, inputSource.profiles[0]);
            });
          }
        }
      }

      function updateInputSources(session, frame, refSpace) {
        for (let inputSource of session.inputSources) {
          let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace);
          if (!targetRayPose) {
            continue;
          }

          if (inputSource.targetRayMode == 'tracked-pointer') {
            scene.inputRenderer.addLaserPointer(targetRayPose.transform);
          }

          let targetRay = new Ray(targetRayPose.transform);
          let cursorDistance = 2.0;
          let cursorPos = vec3.fromValues(
              targetRay.origin.x,
              targetRay.origin.y,
              targetRay.origin.z
              );
          vec3.add(cursorPos, cursorPos, [
              targetRay.direction.x * cursorDistance,
              targetRay.direction.y * cursorDistance,
              targetRay.direction.z * cursorDistance,
              ]);

          scene.inputRenderer.addCursor(cursorPos);

          if (inputSource.gripSpace) {
            let gripPose = frame.getPose(inputSource.gripSpace, refSpace);
            if (gripPose) {
              scene.inputRenderer.addController(gripPose.transform.matrix, inputSource.handedness, inputSource.profiles[0]);
            }
          }

        }
      }

      function onXRFrame(t, frame) {
        let session = frame.session;
        let refSpace = session.isImmersive ?
                         xrImmersiveRefSpace :
                         inlineViewerHelper.referenceSpace;
        let pose = frame.getViewerPose(refSpace);

        scene.startFrame();

        session.requestAnimationFrame(onXRFrame);

        updateInputSources(session, frame, refSpace);

        scene.drawXRFrame(frame, pose);

        scene.endFrame();
      }

      // Start the XR application.
      initXR();
    </script>
  </body>
</html>
